as the title says, Does askmrrobot, actually maximize your dps? and is it any good to use?

It's a good start, but the main issue with all theorycrafting is that it usually expects you to do 100% optimized "rotation/skill-choice".

You might for example have one stat being optimal if you can stand still and nuke, but when you have to move or other things happen, that means you can only perform 90% efficient, another stat might become better. You need to check what skills you tend to use most and use the stat that fits your playstyle best.

I tend to check it sometimes, mostly to see how I can get hit-capped with reforging and gemming in an easy way.

In the darkness all cats are gray...www.onyxsoft.se - Amigans never surrender, they know they can do it better =)

It's a good start, but the main issue with all theorycrafting is that it usually expects you to do 100% optimized "rotation/skill-choice".

You might for example have one stat being optimal if you can stand still and nuke, but when you have to move or other things happen, that means you can only perform 90% efficient, another stat might become better. You need to check what skills you tend to use most and use the stat that fits your playstyle best.

I tend to check it sometimes, mostly to see how I can get hit-capped with reforging and gemming in an easy way.

Mhmm i guess its almost impossible to optimize everything to be the MAX dps possible, Because like u said, it all depends on the encounter, adds, Movment. ect. ect

For example, any fight with adds (lots of them) will put the value of haste, for destruction, at virtually zero.
Any add-heavy fight will value mastery >> crit >> haste and favour sacrifice over supremacy.

Stat values shouldn't be taken at face value, they're, just like simcraft, based on specific scenarios which do not mimmick
accurately enough, the real playing environment.

I am parsing at 50k+ more dps than the T14hc 5.2 simcraft numbers, simply because there's very few "stand and shoot" fights or
straight forward cleave fights. You need only to look at world of logs and see the performance of some warlocks completely
contradicting all simulations predicted DPS, therein the value of each respective stat.

I will always go for Mastery > Crit > Haste as i'm running as Destruction Sacrifice, especially since the shadowburn change, with
any adds, i'm swimming in Embers. This shifts damage towards mastery, inflating its value.

//

Essentially, the more Embers you can generate through executing adds with Shadowburn, the less Haste (Ember generating stat) is valued and the more Mastery (Ember consuming stat) is valued.

Crit's value doesn't really change that much as it is both an ember generating stat and an ember consuming stat, as such it increases the damage of Chaosbolts too.

Hey, I'm from Ask Mr. Robot. I wanted to jump in to offer answers to any 5.2 questions you might have. We're tweaking stat weights all week and have a lot of them done, but still a lot to go (here's our current status for each class/spec). Also if anyone spots something wrong, let me know - patches tend to cause a few bugs

As for the Affliction locks - you actually do more DPS by favoring other stats besides hit (it's a popular way to gear with MoP). But you'd want to pair this with a mod that helps you manage your spells when they miss. If that's not your thing, we have a preset stat weight for favoring hit, it's in the drop down menu. Here's an example character with hit capped optimizations.